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When Play does not go to Prep

A few weeks ago, I was running my Blades in the Dark campaign, in the Free Play stage, waiting for the players to finish gathering information to kick off their score. I figured they needed to get a few details uncovered to be ready. I had even given them a few hints in the narrative prelude, which I released the day before the session. Roll after roll, and question after question followed, and I started to realize that the players were not even close to what I had prepped for the evening, and had chosen an unexpected chain of actions. The interesting part was that through these actions, they were going to reach the same end scene that I had prepped for in the score, that is, to encounter a powerful Faction that could help them, if they were willing to make a deal. I decided then that we did not have to keep with the prep or even the normal structure that Blades recommends, and rather, just let the session, in its organic way, play out. 

Sometimes, play deviates pretty far from prep. 

And that is ok. 

All Play Deviates From Prep

On some level, all play deviates from prep. No GM can ever prep for everything players could do and for every outcome of the randomizer of the game. When we prep our own material, what we tend to prep is the most probable actions and outcomes. We put a room of Orcs in the dungeon, we prep it for a combat scene, but the players might use stealth or negotiation. When play deviates from prep, the GM needs to improvise what happens, often engaging the rules of the game and their own story skills to come up with how that scene is handled and how it flows into the rest of the story. 

 I considered a good session as one where the players stuck close to my prep. Nowadays, to me, this is akin to a Civil War doctor being a good doctor because of how fast they could saw off a limb. 
In my younger years, before I embraced a “play to discover” mentality (which I credit to both Dogs in the Vineyard and Apocalypse World), I prided myself on being able to anticipate my players so well that my prep tracked extremely closely to my players’ actions. I considered a good session as one where the players stuck close to my prep. Nowadays, to me, this is akin to a Civil War doctor being a good doctor because of how fast they could saw off a limb. 

Today, I am much more into the philosophy of prepping situations but not solutions. The players will come up with a solution, and the rules of the game will determine the outcome of their solution. As long as I understand the general story, the setting, and its characters, I can determine how the story incorporates the outcome. Today, I consider a good session one where the players surprise me with their choice of solution or how the outcome of their choices plays out. 

This is not to say that “play to discover” is the one true way. I don’t believe in one true way to GM. I am saying that it’s the way that creates my current enjoyment of the game. Before this, when I ran games prepped tight to the expected actions of the players, I enjoyed plenty of those games, and so did my players. Find your enjoyment in this hobby however you like (within the limits of Safety). 

Small Deviations vs. Large Ones

All that said, there are small deviations from prep, and there are large ones. Small deviations typically resolve themselves within the same scene or in a scene or two. You might have to move a few things around in your prep to make that happen. For example, the detectives (characters) decide not to interview the bartender, and miss the opportunity for a specific clue, and you decide to move that clue to another NPC, later in the session. 

Large deviations in prep are the kinds of things that take a sharp turn from what you expected to happen in the story or session. They may not resolve themselves within the session or story, or open up an entirely other storyline that was not expected. For example, your prep for the night includes the detectives (characters) working the murder at the nightclub, but after getting started on that case, they put it on hold to reopen a case they recently closed, to chase a clue they had left unresolved. 

This is A Feature, Not a Bug

While RPGs have similarities to other media (i.e., movies, streaming, or books), they are by their very nature an improvisational form of entertainment. In other media, you may not know what is going on while you are observing it, but the writers locked in the events of the story through the creation of the media. RPGs are not like that; we are both the writers and consumers of the media at the same time. 

Play in RPGs is erratic and sometimes downright strange. Players come up with all sorts of ideas, sometimes based in the game world and sometimes in the real world. They bleed their own emotions into the game, making sometimes irrational decisions for their characters. Dice do not follow “the script,” and key rolls are blown. But it’s supposed to be this way. It is what makes this hobby so much fun. 

Dealing with Deviations

As a GM, the sooner you get comfortable with handling small and large deviations, the better your games will be. You will never prep the deviations away, so lean into them and get good at handling them. 

Here are a few simple tips on handling deviations, but this list can’t do this skill justice. If you are new to GMing, use this as a starting place; if you are a more experienced GM, you likely have done most of these things.

Don’t Prep Solutions

Going back to Dogs in the Vineyard, prep situations and not solutions. Learn to let go of what the “correct” or “optimal” solution is for a given situation, and just create the situation. You can’t deviate from the prep if there is no prep. You may want to, for the sake of efficiency, cover a few bases, but don’t lock anything in as being the only way to conclude the scene. For example, prep some stat blocks for the Orcs, since combat is a possibility, and you don’t want to break out your Monster Manual should the players draw swords.

Move Elements Around

For smaller deviations, you can always move some elements around. If the key was supposed to be found in room three after the combat, and the players stealthed through room three and never searched it, move that key to another room. Or do away with the lock the key was intended for. As mentioned earlier, this is good for small deviations. 

Soft Corrections

Sometimes you can nudge the players with a hint, a comment from an NPC, or a skill check that gives the characters some information. For instance, the players start to theorize that the blue plasma could be the cause of the ship explosion, which would take them completely off the mystery, so you call for a science check, and when successful, you tell the players that their character knows that blue plasma is ionizing and could not cause an explosion. I like this technique when the characters may know something that the players don’t, and giving them that info helps the game progress more smoothly. 

Hard Correction

Other times, you have to take more of a direct intervention and speak to the table, GM to players. I reserve this for larger deviations, where the players are going to do something that is going to take us right out of the story that was planned for and into something new. At this point, I will pause play and tell the players what is going on, and offer the choice to continue their new course of action or help to work the game back to the prepped story. 

As a caveat, I am comfortable enough as a GM to allow for either of those situations to occur, but you might not be, or you might be playing something published and don’t have anything else to work from, so you may only want to offer how to get back onto the prepped material. That choice is up to you based on your comfort with your game and your table. 

Toss The Notes

Lastly, you can just let the deviation happen. You don’t have to correct it; you can just play the ball where it lies. See what happens and play from there. This is going to require that you be comfortable improvising the game from this point on. If you are, and you are curious about how this deviation could play out, then put your prep away and keep playing. 

Hold Your Prep Securely, But With A Loose Hand

Prep is a great tool to help you organize your game and minimize the “dead air” of having to look things up or try to think of what to do next. Prep is what we think could happen in the game. Players are a wily lot, and sometimes they don’t do what we think they will. At that moment, we have a choice to make. Do we try to fix the deviation, or do we let the deviation drive the game? There is no right answer. It is a decision that you make as the GM, based on your expectations and comfort levels. In the tenure of my decades of GMing, I have done both and have had both work and fail at different times. 

In the case of my recent Blades game, the players were quite satisfied with the outcome of the session, although we never ran the score, but rather Free Played into a solution. When I commented to them about the deviation after the session, they didn’t care. They thought the session was just fine. Next session, I suspect we will go back to a good old score again, but we all had fun playing. The players got the outcome they wanted, and I was entertained by how it came about. 

Deviations from prep are an integral part of the game, and the sooner you are comfortable with that, the more relaxed you will be running your games. There are techniques to minimize deviations, correct them, and embrace them. Like all things, these techniques are tools in a toolbox; you use the right one at the right time. That is the real skill, to know which one to employ when. 

How do you handle deviations from prep during your sessions? Are you a play-to-discover kind of GM, or are you more ‘stick to the script’? What are your favorite techniques for dealing with deviations? 

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What’s Your Pre-Game?

Every week, I run a game on Sunday evenings. Currently, I am running Blades in the Dark and Neon City Blues on alternating weeks. Every Sunday afternoon, I start my pre-game so that I am ready for game night. What makes up my pre-game changes depending on the game, where it is being played, etc, but there is always a pre-game. Let me tell you about it. 

Getting Ready to Play

I try to be very organized in my gaming. Some of it comes from genetics, some from childhood trauma, and a bit comes from my time as a college DJ, where it was impressed upon me that you never have dead air. Never. I try to carry that through to my gaming by making sure everything is prepared.

Now in the prep life-cycle, pre-game is the second-to-last step. The first steps involve session and campaign prep. I talk about those a lot in Never Unprepared and with Walt in Odyssey. The last step is mise en place, when you set up your gaming space

Back to pre-game. It is your final chance to get things in order so that you can come to the table ready to play. 

Things to Consider

There are two components to pre-game: mental and physical. 

The Mental

 For me, this is the time when I take a final look at my session prep and start loading it into short-term memory 

The mental part of pre-game is to get your mind ready to run the game. For me, this is the time when I take a final look at my session prep and start loading it into short-term memory. I have prepped the game some time before Sunday, typically at the start of the week, so I don’t always remember every detail of what I came up with. With the game only hours away, it’s now safe to put all the details into my short-term memory. 

That is accomplished by reading my session prep and imagining how various scenes will look, or how NPCs will sound. Based on this, I may add a few last-minute notes to my prep. 

I will also use this time to check any notes (mine or the players) on the past session to also refresh myself on what happened at the last session. 

Finally, this is the time to check any rules that may come up or just browse the rule book to reinforce the mechanics of the game. For newer games, this may be sitting down and re-reading the rules; for games I am more familiar with, it could be just looking up some specific rules, powers, or spells that are going to come up. 

The Physical

On the physical side, this is the time to get the physical components together for the game. Depending on whether your game is at your place or another place, this will vary. If you are playing at your place, this may also be a time to prepare your physical gaming space, cleaning or tidying up. If you are playing online, this is the time to prepare your VTT. 

Here are several possible activities you may need to do, depending on where your game is played and what game is being played. This list isn’t comprehensive, I am sure you can think of a few more things… 

  • Cleaning and preparing the gaming space
  • Deciding what books you will need at the table
  • Gathering minis or making tokens for the encounters planned in the session
  • Getting together maps (physical or digital) for the session
  • Printing handouts
  • Gathering props to be used in the game
  • Packing your gaming materials for transport
  • Uploading assets to your VTT
  • Determining what aids you need for the game (cards, name lists, etc)
  • Charging electronics (tablets, laptops)
  • Making a playlist or loading a soundboard for the session

Pro-tip: If you are using any electronics, run updates during your pre-game. Nothing kills the flow of a game like a device that starts to update when you get to the table. During pre-game, check for updates and run them while your devices are charging. 

My Game Day Rituals

For both my games, my session is on Sunday evenings, so my pre-game happens early Sunday afternoon. It is just a few hours before the game, so I have ample time to run through all the items on the list without feeling rushed. 

For my Blades game, I am running at a friend’s house. So my pre-game looks like this: 

  • Read the session notes – load into short-term memory.
  • Optional – re-read parts of the rulebook.
  • Charge my iPad and Apple Pencil.
  • Confirm the sync of my Obsidian database from my desktop to my iPad.
  • Confirm the sync of my OneNote session notes from my desktop to my iPad.
  • Set up session notes pages in my Blades Good Notes notebook, and put a heading and page number on them. 
  • Gather my physical materials – Character sheets, rule book, Clock Cards, etc.
  • Pack my game bag.

For my Neon City Blues game, my pre-game looks like this:

  • Clear my dining room table. 
  • Read the session notes – load into short-term memory.
  • Review the open mysteries. 
  • Charge my iPad and Apple Pencil.
  • Confirm the sync of my Obsidian database from my desktop to my iPad.
  • Confirm the sync of my OneNote session notes from my desktop to my iPad.
  • Set up session notes pages in my NCB Good Notes notebook, and put a heading and page number on them. 
  • Gather my physical materials – Character sheets, rule book, Clock Cards, etc.
  • Put everything on my rolling cart in the office (it gets rolled out to the dining room table after we eat). 

Preparing for Success

The pre-game is an important step in being prepared to run your session. It gets you organized mentally and physically to come to the table and run a great game. What goes into your pre-game will be a mix of your style, the game you are playing, and where you are playing. Come up with a pre-game (and even make it a checklist if you need to), and you will be prepared to run your session. 

Also, one last time — run your updates before your session starts!

Do you pre-game? When do you do it? What is in your pre-game? 

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